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Comments

Contact — 10 Comments

  1. Hey guys,

    I didn’t discover your podcast until mid-July, so I’m not quite up-to-date, so I just listened to episode 13. I wanted to tell you that the game Chrononauts is a “coopetitive” game like Jason was discussing: everyone is trying to recreate the historic timeline to suit their own individual goals, but if there are ever 13 paradoxes (paradoces?) on the board at the same time, the universe ends and everyone loses. So it has that “common enemy” idea behind it.

    Lovin’ the ‘cast.

    Nate
    St. Louis, MO

  2. Congrats on the successful kickstarter! Wish I could have backed it more, but my entire budget is dedicated to moving right now! Will there be any extra copies available for purchase after the backer copies are mailed out?

    Also, question! I’m a novice designer, and a little bit of a neat freak. Do you guys have any kind of a prototype making work station? If so, how big, small, and what sorts of things to you keep in it (meeples, stock cards, markers, etc…) thanks!

  3. Hey guys, so I haven’t commented in a long time. But I did want to start by thanking you for responding to my first email a long time ago about keeping motivated, your response and advice helped.

    Recently I have been working on a design that involves a form of list-building before-hand. And with you guys working on your CCG recently I was wondering about your opinions and design strategies around these types of games that demand some planning before play. Particularly about keeping strategic depth without bogging down the experience of the game.

    And with a lack of decent transition, I have a second topic I would like to get your opinions on. In video game design there is a concept of “minimum viable product.” This concept is used in order to get your core concept down, prototyped, and tested ASAP. In this you cut out all the fat, and make a prototype of simply the core gameplay to make sure that is fun on its own.

    For example, a minimum viable product of the original Mario could be one level that has a couple pitfalls and platforms. And MAYBE one or two enemies, but no power-ups or level gimmicks. This allows the prototype to focus entirely on the mechanics of the moving and jumping and make sure they feel solid. I have been wondering if this can be taken over to board game prototyping. What are your thoughts?

    Anyways, just some food for thought,
    Thanks for all you do guys!
    Matt Kirk

  4. I listened to a few podcasts today so I can’t be sure which one had Marrakesh on it, but I need this to be a thing… a real box I can buy. If you aren’t going to fully publish this, can I at least make a single copy for myself. Of all your ideas, this one seems most economically solvent. You would rock kickstarter with this.

    Please make it a pnp at least.

  5. Hey guys,
    just listened to some episodes. Still catching up with them – and still enjoying.

    Did you heard of the digital card game “Card City Nights”? It’s like an indie card game version of tic tac toe and probably one of the most digital games I have been playing lately.
    You can only play versus NPCs, but it’s a lot of fun anyway, and the dialogs are just ridiculous. I really recommend checking it out!

    Thanks for the great podcast! 🙂

    • (I probably should not write comments so late at night anymore. Just imagine it’s like “normal” language. )

  6. Hey guys,

    Love the podcast.
    A while ago you mentioned you were working on a game for your day job. Do you think this will help in your board game design career? Would you use it as an example of your past work when meeting with publishers for your other games? Would you put it on BGG? Or are you just doing it for fun or for your employer?

    I’m asking because i’m thinking of doing something similar.